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So when someone says “adapter” you know what they mean

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Review: Design Pattern Structure
• A design pattern has a name
– So when someone says “Adapter” you know what they mean
– So you can communicate design ideas as a “vocabulary”

• A design pattern describes the core of a solution to a
recurring design problem
– So you don’t have to reinvent known design techniques
– So you can benefit from others’ (and your) prior experience

• A design pattern is capable of generating many
distinct design decisions in different circumstances
– So you can apply the pattern repeatedly as appropriate
– So you can work through different design problems using it
CSE 332: Design Patterns


Three Design Patterns Involving Classes
• Adapter (structural)
– Converts an interface you have into one you want

• Memento (behavioral)
– Externalizes the state of an object

• Observer (behavioral)
– Tells objects about changes in another object

CSE 332: Design Patterns


Structural Patterns


• Help define fixed structural relationships
– Between classes, and their associations

• Emphasis on the class diagrams
• Example
– Adapter pattern

CSE 332: Design Patterns


Inconsistent Interfaces
• Challenge
– Different code bases are often written by different
developers, at different times, with different design goals
– Interfaces expected by one piece of code are not always the
same as those provided by the other code that’s available

• Motivates use of the Adapter pattern
– Provides a class that exposes the interface that’s needed
– That interface is implemented using calls to methods of the
existing object(s)
A related pattern called Wrapper Faỗade provides a similar
capability by wrapping functions (e.g., socket calls, etc.)

CSE 332: Design Patterns


Adapter Pattern
• Problem
– Have an object with an interface that’s close to (but

is not exactly) what we need

• Context
– Want to re-use an existing class
– Can’t change its interface
– It’s impractical to extend class hierarchy more
generally

• Solution Core
– Wrap a particular class or object with the interface
needed (2 forms: class form and object forms)
CSE 332: Design Patterns


Adapter Structure (Class Form)
Interface

Impl

method () = 0;

impl_method ();

private

public
Adapter

method () {
impl_method ();

};

• Interface abstract base class provides desired
interface
• Impl concrete class provides the implementation
• Adapter glues them together via inheritance
CSE 332: Design Patterns


Adapter Structure (Object Form)
Interface
method () = 0;

impl_
Adapter

Impl
impl_method ();

method () {
impl_->impl_method();
};

• Interface abstract base class provides desired
interface
• Impl concrete class provides the implementation
• Adapter glues them together via delegation
CSE 332: Design Patterns



Behavioral Patterns

• Help define dynamic behavioral relationships
– Between objects at run-time

• Emphasis is on interactions among objects
• Examples
– Memento pattern
– Observer pattern

CSE 332: Design Patterns


Adding State Persistence
• Challenge
– Want to save and restore an object’s state
– For example, between different runs of a program

• Motivates use of the Memento pattern





Serialize an object’s state into an opaque “cookie”
Format of cookie can be tailored to storage format
Can send it to a file, a caretaker object, another computer
Can reconstitute object from its memento later/elsewhere

CSE 332: Design Patterns



Memento Pattern
• Problem
– Want to externalize state of an object without violating
encapsulation

• Context
– A snapshot of object state is needed
– Providing a state interface would violate encapsulation

• Solution Core
– Create a memento class with methods to get, set state
– Provide an opaque representation of state itself

• Consequences
– Can use memento to send object state over a socket,
save it in a file, put it into a checkpoint/undo stack, etc.
CSE 332: Design Patterns


Inter-dependent Object Behaviors
• Challenge: need to coordinate object state changes
– For example, a sensor may record current temperature
– Other objects (e.g., thermostat) need to know when the
temperature changes

• Motivates use of the Observer pattern
– Helps to keep objects mostly independent
– Separates registration, notification, and actions

– But, still allows appropriate coordination among objects

CSE 332: Design Patterns


Observer Pattern
• Problem
– Need to update multiple objects when the state of one
object changes

• Context
– Multiple objects depend on the state of one object
– Set of dependent objects may change at run-time

• Solution core
– Allow dependent objects to register with object of interest,
notify them of updates when state changes

• Consequences
– When observed object changes others are notified
– Useful for user interface programming, other applications
CSE 332: Design Patterns


Observer Pattern Behavior
<<Subject>>

<<Observer>>

<<Observer>>

register()

register()
(optional)

∆ state
notify()
update()
update()

CSE 332: Design Patterns



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